
Fujitora
Unswaying Stance
Navy HQ admiral. He confronts Luffy to uphold his standing. Fujitora raises his weapon to deal the finishing blow to Luffy and send him to the hell that awaits him.
Special
Adds +0.25x to the effect of type effect boost that are launched after this Special by Powerhouse or Cerebral characters for 3 turns (applies to boosts applied by Support Effect if supported character is a Powerhouse or Cerebral class), deals 350x character's ATK in QCK damage to all enemies at end of turn for 3 turns, reduces crew's lock chain multiplier/decrease chain multiplier growth rate duration by 7 turns, and if Captain is a Powerhouse or Cerebral class and if character is a crewmate, can choose to swap character out for the Captain for 1 turn
| Base | Limit Break | |
|---|---|---|
| Level 1 | 33 turns | 18 turns |
| Level 2 | 32 turns | 17 turns |
| Level 3 | 31 turns | 16 turns |
| Level 4 | 30 turns | 15 turns |
| Level 5 | 29 turns | 14 turns |
| Level 6 | 28 turns | 13 turns |
| Max | 27 turns | 12 turns |
−1 turn at Limit Break 13
−2 turns at Limit Break 18
−3 turns at Limit Break 22
−4 turns at Limit Break 26
−5 turns at Limit Break 34
Captain Ability
Boosts crew's ATK by 2.5x
Boosts crew's ATK by 3.5x, boosts their ATK a further 1.35x if character became Captain during the quest, and makes crew's QCKTND slots have matching slot effects
Unlocks at Limit Break 39
Crewmate Ability
Makes crew's QCK slots have matching slot effects
Unlocks at Limit Break 7
Reduces the duration of Remove SFX by 5 turns
Unlocks at Limit Break 31
Support Ability
All characters
Adds 11% of character's base HP to supported character's base HP
Show all 5 levels
- Level 1
Adds 5% of character's base HP to supported character's base HP
- Level 2
Adds 6% of character's base HP to supported character's base HP
- Level 3
Adds 7% of character's base HP to supported character's base HP
- Level 4
Adds 9% of character's base HP to supported character's base HP
- Level 5
Adds 11% of character's base HP to supported character's base HP
Super Special

When any of the following characters are on the crew (except as Support Characters): Sengoku, Sakazuki (Akainu), Borsalino (Kizaru), Monkey D. Garp
Boosts the type effects of normal attacks for crew by 1.75x for 1 turn. After that, can choose to completely remove crew's Swap Captains effect, and changes QCK characters to Super QCK
Stats
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 1 | 1,758 | 717 | 93 |
| Lv 99 | 3,516 | 1,434 | 186 |
| Lv 150 | 5,274 | 2,151 | 279 |
| Limit Break | 3,916+400 | 1,634+200 | 306+120 |
| Limit Break+ | 4,266+750 | 1,834+400 | 406+220 |
Limit Break
Add 1 Power Slot
Boosts base HP by 20
Boosts base HP by 20
Boosts base HP by 30
Potential Ability 1: Provoked ATK Boost/Received Damage Up Resistance
Show all 50
Power Up Captain Ability
Add Crewmate Ability 1: Makes crew's QCK slots have matching slot effects
Boosts base ATK by 10
Boosts base ATK by 15
Boosts base ATK by 25
Power Up Captain Ability
Add 1 Power Slot
Reduces Special charge time by 1 turn
Boosts base RCV by 20
Boosts base RCV by 20
Boosts base RCV by 20
Power Up Captain Ability
Reduces Special charge time by 2 turns
Boosts base HP by 40
Boosts base HP by 50
Boosts base ATK by 30
Reduces Special charge time by 3 turns
Add 1 Power Slot
Boosts base RCV by 30
Boosts base RCV by 30
Reduces Special charge time by 4 turns
Power Up Captain Ability
Boosts base HP by 60
Boosts base HP by 80
Boosts base ATK by 30
Add Crewmate Ability 2: Reduces the duration of Remove SFX by 5 turns
Boosts base HP by 100
Boosts base ATK by 30
Reduces Special charge time by 5 turns
Add 1 Power Slot
Power Up Captain Ability
Boosts base ATK by 30
Boosts base ATK by 30
Power Up Captain Ability
Potential Ability 2: Critical ATK
Expand Limit Break (LB+)
Boosts base HP by 70
Boosts base RCV by 50
Boosts base ATK by 70
Boosts base ATK by 130
Boosts base HP by 90
Boosts base HP by 90
Boosts base HP by 100
Boosts base RCV by 50
Potential Ability 3: Final Tap Sugo Special
Potential Abilities
Boosts character's base ATK by 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
Show all 5 levels
- Level 1
Boosts character's base ATK by 25 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 2
Boosts character's base ATK by 50 the next turn after taking damage and reduces crew's [Damage Increase] duration by 1 turn
- Level 3
Boosts character's base ATK by 75 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 4
Boosts character's base ATK by 100 the next turn after taking damage and reduces crew's [Damage Increase] duration by 2 turns
- Level 5
Boosts character's base ATK by 150 the next turn after taking damage and reduces crew's [Damage Increase] duration by 3 turns
If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike
Show all 5 levels
- Level 1
If character lands a PERFECT strike, 30% chance of a 3% damage boost on the last strike
- Level 2
If character lands a PERFECT strike, 40% chance of a 4% damage boost on the last strike
- Level 3
If character lands a PERFECT strike, 50% chance of a 5% damage boost on the last strike
- Level 4
If character lands a PERFECT strike, 60% chance of a 6% damage boost on the last strike
- Level 5
If character lands a PERFECT strike, 70% chance of a 7% damage boost on the last strike
Boosts character's base ATK by +800 for 1 turn (stacks with effects from Special)
At final battle
Show all 5 levels
- Level 1
Boosts character's base ATK by +200 for 1 turn (stacks with effects from Special)
ConditionAt final battle
- Level 2
Boosts character's base ATK by +350 for 1 turn (stacks with effects from Special)
ConditionAt final battle
- Level 3
Boosts character's base ATK by +500 for 1 turn (stacks with effects from Special)
ConditionAt final battle
- Level 4
Boosts character's base ATK by +650 for 1 turn (stacks with effects from Special)
ConditionAt final battle
- Level 5
Boosts character's base ATK by +800 for 1 turn (stacks with effects from Special)
ConditionAt final battle
Level Limit Break
| HP | ATK | RCV | |
|---|---|---|---|
| Lv 105 | 3,722 | 1,518 | 196 |
| Lv 110 | 3,895 | 1,588 | 206 |
| Lv 120 | 4,239 | 1,729 | 224 |
| Lv 130 | 4,584 | 1,869 | 242 |
| Lv 150 | 5,274 | 2,151 | 279 |
Pirate Rumble
- Style
Supporter- DEF
- 203
- SPD
- 134
- Cost
- 35
Normal Attack → Power Attack → Heal Lv.1 (Small Range) → Normal Attack
Targets closest enemies
Targets teammates within large range for ATK Up Lv.5 (20 s); targets self for ATK Up Lv.5 (25 s), SPD Up Lv.5 (25 s)
Charge time: 26 s
Show all 10 levels
- Level 1
Targets teammates within large range for ATK Up Lv.1 (11 s); targets self for ATK Up Lv.1 (16 s), SPD Up Lv.1 (16 s)
Charge time: 26 s
- Level 2
Targets teammates within large range for ATK Up Lv.1 (12 s); targets self for ATK Up Lv.1 (17 s), SPD Up Lv.1 (17 s)
Charge time: 26 s
- Level 3
Targets teammates within large range for ATK Up Lv.1 (13 s); targets self for ATK Up Lv.1 (18 s), SPD Up Lv.1 (18 s)
Charge time: 26 s
- Level 4
Targets teammates within large range for ATK Up Lv.2 (14 s); targets self for ATK Up Lv.2 (19 s), SPD Up Lv.2 (19 s)
Charge time: 26 s
- Level 5
Targets teammates within large range for ATK Up Lv.2 (15 s); targets self for ATK Up Lv.2 (20 s), SPD Up Lv.2 (20 s)
Charge time: 26 s
- Level 6
Targets teammates within large range for ATK Up Lv.3 (16 s); targets self for ATK Up Lv.3 (21 s), SPD Up Lv.3 (21 s)
Charge time: 26 s
- Level 7
Targets teammates within large range for ATK Up Lv.3 (17 s); targets self for ATK Up Lv.3 (22 s), SPD Up Lv.3 (22 s)
Charge time: 26 s
- Level 8
Targets teammates within large range for ATK Up Lv.3 (18 s); targets self for ATK Up Lv.3 (23 s), SPD Up Lv.3 (23 s)
Charge time: 26 s
- Level 9
Targets teammates within large range for ATK Up Lv.4 (19 s); targets self for ATK Up Lv.4 (24 s), SPD Up Lv.4 (24 s)
Charge time: 26 s
- Level 10
Targets teammates within large range for ATK Up Lv.5 (20 s); targets self for ATK Up Lv.5 (25 s), SPD Up Lv.5 (25 s)
Charge time: 26 s
Powerhouse class teammates ATK Up Lv.5, HP Up Lv.3
Show all 5 levels
- Level 1
Powerhouse class teammates ATK Up Lv.1, HP Up Lv.1
- Level 2
Powerhouse class teammates ATK Up Lv.2, HP Up Lv.1
- Level 3
Powerhouse class teammates ATK Up Lv.3, HP Up Lv.2
- Level 4
Powerhouse class teammates ATK Up Lv.4, HP Up Lv.2
- Level 5
Powerhouse class teammates ATK Up Lv.5, HP Up Lv.3
60% chance to evade Paralysis













